We used a hierarchy system in Battlefront II that allowed us to keep commonly used functions within one ODF file. Vehiclepad - obsolete, once used for LAAT to drop ATTEs SoundAmbienceStreaming - used to display speakers in editor when adding ambient emitters SoundAmbienceStatic - used to display speakers in editor when adding ambient emitters Rumbleeffect - special, used in Hoth hangar A list of these can be found below in the appendix but it should be noted that many of these are redundant.īeacon - obsolete? once used for orbital strikeĭetonator - obsolete? Time bomb replaced remote detonator There are over 60 ClassLabels attached to objects in the game. For example a weapon is always attached to a unit, vheciel or building, and anb explosion is always attached to a type of ordnance or an object. These headers are applied to ODFs that are typically called by other ODFs as child objects.
These include WEAPONCLASS and EXPLOSIONCLASS. In addition to GAMEOBJECTCLASS there are other classes that are defined in ODFs that are not viewed in the editor. PROPERTIES is where the beginning of the in game properties are defined. GEOMETRYNAME is the mesh file reference that ultimately makes an object visible in the editor. This is for use in the game primarily, but in some cases it is used to expose an object's properties within the editor. The GAMEOBJECTCLASS section define the properties needed by Zeroedtor to view and manipulate the object.ĬLASSLABEL refers to the object's functional class. ODF files contain information that defines an object's presence in the editor as well as in the game.Īt the top of every ODF are lines that look like this: All examples were included with the assets of the levels that shipped with the game. Object Definition Files (ODFs) are text files the define the properties of every object in the game.